|   | 
Details
   web
Records
Author Amanda Jaber; Björn Johan Erik Johansson; Linnea Bergsten; Joeri Laere van; Peter Berggren
Title Evaluating the observation protocol of the Team Resilience Assessment Method for Simulation (TRAMS) Type Conference Article
Year 2019 Publication Proceedings of the 16th International Conference on Information Systems for Crisis Response And Management Abbreviated Journal Iscram 2019
Volume Issue Pages
Keywords Simulation games, training, Systemic Resilience Model, team resilience, assessment
Abstract This work in progress paper presents an initial evaluation of the observation protocol of the Team Resilience Assessment Method for Simulation (TRAMS) conducted in a crisis response simulation project. TRAMS is designed to assess the resilience of crisis response teams. The TRAMS observation protocol uses six core resilience functions from the Systemic Resilience Model as its theoretical foundation. Three independent observers used the protocol during a pilot study and six actual simulation games. Strategies relating to three out of six core resilience functions could be identified. The observations made were distributed similarly among the observers, indicating that the components of the TRAMS protocol are stable enough to continue developing the protocol. This study describes changes made to the protocol since the original design, and describes how the strategies relating to the six core resilience functions can be identified in the simulation games.
Address Linköping University, Sweden;Skövde University, Sweden
Corporate Author Thesis
Publisher Iscram Place of Publication Valencia, Spain Editor Franco, Z.; González, J.J.; Canós, J.H.
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 978-84-09-10498-7 Medium
Track T2- Command and control studies Expedition Conference 16th International Conference on Information Systems for Crisis Response and Management (ISCRAM 2019)
Notes Approved no
Call Number Serial 1940
Share this record to Facebook
 

 
Author Björn Johan Erik Johansson; Joeri van Laere; Peter Berggren
Title Evaluating Team Resilience in Simulator-Based Crisis Management Training Type Conference Article
Year 2018 Publication ISCRAM 2018 Conference Proceedings – 15th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal Iscram 2018
Volume Issue Pages 914-923
Keywords Team resilience, assessment, simulation games, training, Systemic Resilience Model
Abstract Currently, there is a lack of assessment approaches for evaluation of resilient capabilities in simulation games. This paper presents work-in-progress to create such an instrument to be used in crisis management simulation games for the fuel, food, and finance sectors. The “Team Resilience Assessment Method for Simulation” (TRAMS) is based on the Systemic Resilience Model and departs from the assumption that resilient crisis management teams will be able to develop strategies for assuring that anticipation, monitoring, response, recovery, and learning are established and maintained in their respective organizations as well as in the crisis management team. A prototype version of the TRAMS, based on the experiences of representatives from the involved sectors and firmly related to resilience theory, is presented and discussed. The TRAMS instrument will be tested in 30 planned simulations games including participants from the fuel, food, and finance sectors.
Address
Corporate Author Thesis
Publisher Rochester Institute of Technology Place of Publication Rochester, NY (USA) Editor Kees Boersma; Brian Tomaszeski
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 978-0-692-12760-5 Medium
Track Designing for Resilience Expedition Conference ISCRAM 2018 Conference Proceedings - 15th International Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 2163
Share this record to Facebook
 

 
Author Brian Tomaszewski; David Schwartz; Joerg Szarzynski
Title Crisis Response Serious Spatial Thinking Games: Spatial Think Aloud Study Results Type Conference Article
Year 2016 Publication ISCRAM 2016 Conference Proceedings ? 13th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2016
Volume Issue Pages
Keywords Spatial Thinking; Serious Games; Crisis Response; Evaluation
Abstract We present work on developing and evaluating a serious GIS spatial thinking game called SerGIS. We conducted a spatial think-aloud study with ten participants new to crisis response who used SerGIS with a coastal city hurricane scenario. Four themes emerged from participant responses: processes of reasoning, tools of representation, overlay and dissolve operation, and geographic information concept learning and knowledge gaps. The first three themes match directly with the spatial thinking theory and evaluation underlying SerGIS. The fourth theme identified addresses GIS and spatial thinking crisis response educational issues. Furthermore, statistical evidence indicates there is likely a relationship between participants from spatially-oriented backgrounds (but with no GIS experience) performing better with SerGIS than participants from non-spatial backgrounds. Finally, we found that with a game scenario based on established disaster management practitioner literature, participants could focus on spatial thinking tasks and not be limited by understanding the game scenario itself.
Address
Corporate Author Thesis
Publisher Federal University of Rio de Janeiro Place of Publication Rio de Janeiro, Brasil Editor A. Tapia; P. Antunes; V.A. Bañuls; K. Moore; J. Porto
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3429 ISBN 978-84-608-7984-50 Medium
Track Geospatial Data and Geographical Information Science Expedition Conference 13th International Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 1369
Share this record to Facebook
 

 
Author Carole Adam; Cédric Lauradoux
Title A Serious Game for Debating about the Use of Artificial Intelligence during the COVID-19 Pandemic Type Conference Article
Year 2022 Publication ISCRAM 2022 Conference Proceedings – 19th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal Iscram 2022
Volume Issue Pages 554-563
Keywords Serious game; Artificial Intelligence; COVID-19; education
Abstract Crises always impose a difficult compromise between safety and liberty, and the COVID-19 pandemic is no different. Governments have enforced various sanitary restrictions to reduce virus spread. With the help of Artificial Intelligence (AI), the scale of surveillance has risen to unprecedented levels. However, these technologies entail many risks, from potential errors or biases, to their extended enforcement beyond the duration of the initial crisis. Citizens should be aware that these technologies are not infallible, and measure the consequences of errors, so as to make informed decisions about what they want to accept, and for how long. To this aim, we have designed a serious game in the form of a municipal debate between citizens of a virtual town. Some first test sessions helped us improve the game design, and provided proof of the interest of this game to trigger debates and raise awareness.
Address Univ. Grenoble-Alpes – LIG; Univ. Grenoble-Alpes – INRIA
Corporate Author Thesis
Publisher Place of Publication Tarbes, France Editor Rob Grace; Hossein Baharmand
Language English Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 978-82-8427-099-9 Medium
Track Reimagining Ethical, Legal, and Social Issues in a COVID Era Expedition Conference
Notes Approved no
Call Number ISCRAM @ idladmin @ Serial 2439
Share this record to Facebook
 

 
Author Carole Adam; Eric Andonoff
Title Vigi Flood: a serious game for understanding the challenges of crisis communication Type Conference Article
Year 2019 Publication Proceedings of the 16th International Conference on Information Systems for Crisis Response And Management Abbreviated Journal Iscram 2019
Volume Issue Pages
Keywords Flash floods, crisis communication, trust, agent-based modelling and simulation, serious game
Abstract Emergency managers receive communication training about the importance of being ?first, right and credible?,

which is not easy. For instance, in October 2018, the Aude department in the South-West of France was hit by

intense rain. Flash floods were hard to forecast and only the ?orange? level of vigilance could be raised initially, but

the population dismissed this very usual warning in that season. The ?red? level was then raised too late, leading

to high criticism. The main problem here is the loss of trust induced by too many ?false alarms?. In this paper

we propose a serious game called VigiFlood for raising awareness in the population about the difficulty of crisis

communication and their own responsibility for reacting to the alerts. The implemented game still has limited

functionality but already shows interesting results in helping the user to visualise and understand the trust dynamics
Address University Grenoble-Alpes, France;University Toulouse-Capitole, France
Corporate Author Thesis
Publisher Iscram Place of Publication Valencia, Spain Editor Franco, Z.; González, J.J.; Canós, J.H.
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 978-84-09-10498-7 Medium
Track T5- Intelligent and Semantic Web Systems Expedition Conference 16th International Conference on Information Systems for Crisis Response and Management (ISCRAM 2019)
Notes Approved no
Call Number Serial 1917
Share this record to Facebook
 

 
Author Cecilia Hammar Wijkmark; Ilona Heldal
Title Virtual and Live Simulation-Based Training for Incident Commanders Type Conference Article
Year 2020 Publication ISCRAM 2020 Conference Proceedings – 17th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal Iscram 2020
Volume Issue Pages 1154-1162
Keywords Virtual Simulation; Simulation; Serious Games; Training; Live Training; Cost and Benefit; Use; Usability; Incident Command
Abstract Computer and virtual simulation-based training (CST) offer several benefits for emergency response and management preparedness. However, organizations responsible for training are often hesitant to use CST, based on cost and perceived lack of benefit when compared to live simulation training (LST). This paper investigates how CST can complement LST, and how it contributes to achieving the necessary learning objectives for level one fire and rescue service incident commanders (ICs). Data and examples come from an experimental study with students from different fire and rescue services trained in the role of the IC in LST and CST, in a similar scenario. Results show the cost and benefits of the CST implementation based on evaluations from learners, instructors and responsible managers. Participants had a positive attitude towards using virtual simulations, but the results also point to barriers regarding the suitable design of learning scenarios and implementation.
Address Western Norway University of Applied Sciences; Western Norway University of Applied Sciences
Corporate Author Thesis
Publisher Virginia Tech Place of Publication Blacksburg, VA (USA) Editor Amanda Hughes; Fiona McNeill; Christopher W. Zobel
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 978-1-949373-27-105 ISBN 2411-3491 Medium
Track Open Track Expedition Conference 17th International Conference on Information Systems for Crisis Response and Management
Notes Cecilia.hammar.wijkmark@hvl.no Approved no
Call Number Serial 2306
Share this record to Facebook
 

 
Author Charles Bailly; Carole Adam
Title An interactive simulation for testing communication strategies in bushfires Type Conference Article
Year 2017 Publication Proceedings of the 14th International Conference on Information Systems for Crisis Response And Management Abbreviated Journal Iscram 2017
Volume Issue Pages 72-84
Keywords Agent-based modelling and simulation; communication; crisis management; GAMA platform; serious game
Abstract Australia is frequently hit by bushfires. In 2009, the “Black Saturday” fires killed 173 people and burnt hectares of bush. As a result, a research commission was created to investigate, and concluded that several aspects could be improved, in particular better understanding of the population actual behaviour, and better communication with them. We argue that agent-based modelling and simulation is a great tool to test possible communication strategies, in order to deduce valuable insight for emergency managers before new fires happen. In this paper, we extend an existing agent-based model of the population behaviour in bushfires. Concretely, we added a communication model based in social sciences, and user interactivity with the model. We present the results of first experiments with dierent communication strategies, providing valuable insight for better communication with the population during such events. This model is still preliminary and will eventually be turned into a serious game.
Address Grenoble-INP, LIG, Grenoble, France; Univ. Grenoble-Alpes, LIG, F-38000 Grenoble, France
Corporate Author Thesis
Publisher Iscram Place of Publication Albi, France Editor Tina Comes, F.B., Chihab Hanachi, Matthieu Lauras, Aurélie Montarnal, eds
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN Medium
Track Analytical Modeling and Simulation Expedition Conference 14th International Conference on Information Systems for Crisis Response And Management
Notes Approved no
Call Number Serial 2001
Share this record to Facebook
 

 
Author Tiago C. De França; Diogo Nolasco; Rafael Lage Tavares; Jose Orlando Gomes; De Paulo V. R. Carvalho
Title A critical insight of the pope's visit to Brazil for the world youth day: Resilience or fragility? Type Conference Article
Year 2014 Publication ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2014
Volume Issue Pages 463-472
Keywords Fracture mechanics; Global scenarios; Olympic games; Resilience analysis; Resilience engineerings; World cup; World youth day; Information systems
Abstract This work proposes a model to evaluate systems regarding their resilience in handling unexpected disturbances. To exemplify the use of the proposed model, we chose to analyze the World Youth Day (WID), an important event on the global scenario that happened this year in Rio de Janeiro, a city which will host big events in the next few years, like the World Cup and the Olympic Games. From this event, we chose two disturbances that stressed the system and had the possibility to cause a lot of problems to the event and the city, like the rains in Guaratiba and the arrival of the Pope's committee. After analyzing how the overall WYD organization deal with these disturbances we conclude that, besides the success of the event, the organization showed much more signs of brittleness than resilience.
Address PPGI UFRJ, Brazil
Corporate Author Thesis
Publisher The Pennsylvania State University Place of Publication University Park, PA Editor S.R. Hiltz, M.S. Pfaff, L. Plotnick, and P.C. Shih.
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9780692211946 Medium
Track Planning, Foresight and Risk Analysis Expedition Conference 11th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 427
Share this record to Facebook
 

 
Author Nour El Mawas; Jean-Pierre Cahier
Title Towards a knowledge-intensive serious game for training emergency medical services Type Conference Article
Year 2013 Publication ISCRAM 2013 Conference Proceedings – 10th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2013
Volume Issue Pages 135-139
Keywords Disasters; Emergency services; Information systems; Risk management; Crisis situations; Discussion forum; E-training; Participatory design; Serious games; Personnel training
Abstract In the preparedness activity for disasters and emergency management, serious games can help in training medical first responders by providing emergency simulations which are always available, safer and cheaper than real-world simulations. However, serious games for training emergency medical services (EMS) must take into account the presence of different actors in crisis situation like police and firefighters and the high volume of (medical as well as non-medical) expert knowledge. The aim of our approach is not only to acquire technical skills but also to develop the capability to act, to cooperate and coordinate in non-procedurally previewed emergency situations. This paper proposes both (i) a detailed prototype of a serious game's scenario that supports instructors in the training in EMS and (ii) an adaptive infrastructure A.R.G.I.L.E (Architecture for Representations, Games, Interactions, and Learning among Experts). We illustrate our ideas on an example of a complex road accident. This work is done with the collaboration of a Hospital Emergency Department implied with us in a R&D project.
Address ICD, Tech-CICO, Université de Technologie de Troyes, 12 Rue Marie Curie, 10010 Troyes Cedex, France
Corporate Author Thesis
Publisher Karlsruher Institut fur Technologie Place of Publication KIT; Baden-Baden Editor T. Comes, F. Fiedrich, S. Fortier, J. Geldermann and T. Müller
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9783923704804 Medium
Track Coordination and Collaboration Expedition Conference 10th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 472
Share this record to Facebook
 

 
Author Soraia Felicio; Viviane S. R. Silva; André Dargains; Paulo Roberto Azevedo Souza; Felippe Sampaio; Paulo V. R. Carvalho; Jose Orlando Gomes; Marcos R. S. Borges
Title Stop disasters game experiment with elementary school students in Rio de Janeiro: Building safety culture Type Conference Article
Year 2014 Publication ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2014
Volume Issue Pages 585-591
Keywords Floods; Information systems; Learning systems; Risks; Surveys; Building safety; Educational game; Elementary schools; Emergence; Environmental problems; Mountain regions; Resilience; Serious games; Disasters
Abstract Currently, the city of Rio de Janeiro is is in total evidence, hosting important events such as the Pope's Francis' visit in 2013, the World Cup in 2014 and the Olympic Games in 2016. In order to make the population aware, of some environmental problems this article was produced to analyze what factors people consider dangerous. In 2011, Rio de Janeiro went through difficult times, caused by one of the biggest floods seen in the city which ended up partly destroying cities of the state's the mountain region. Kids from aged 10 to 13 years from a high school in Rio were invited to participate in a study and they had to answer questionnaires before and after playing the game. From the results obtained, we analyzed how the game “Stop Disasters” developed by the by the UN can help create awareness and learning on how to behave in flooding situations at an accelerated rate.
Address UFRJ, Brazil
Corporate Author Thesis
Publisher The Pennsylvania State University Place of Publication University Park, PA Editor S.R. Hiltz, M.S. Pfaff, L. Plotnick, and P.C. Shih.
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9780692211946 Medium
Track Serious Games for Crisis Management Expedition Conference 11th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 486
Share this record to Facebook
 

 
Author Guido Te Brake; Tjerk De Greef; Jasper Lindenberg; Jouke Rypkema; Nanja Smets
Title Developing adaptive user interfaces using a game-based simulation environment Type Conference Article
Year 2006 Publication Proceedings of ISCRAM 2006 – 3rd International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2006
Volume Issue Pages 6-10
Keywords Experiments; Human engineering; Information systems; Adaptive user interface; Cognitive engineering; Crisis management; Experimentation; Game-Based; Real world environments; Simulation environment; Unreal tournament; User interfaces
Abstract In dynamic settings, user interfaces can provide more optimal support if they adapt to the context of use. Providing adaptive user interfaces to first responders may therefore be fruitful. A cognitive engineering method that incorporates development iterations in both a simulated and a real-world environment is used to develop new adaptive concepts. In a simulated 3D-world, created with the Unreal Tournament game-engine, a team of emergency personnel have to rescue people and develop an understanding of the situation. We believe a game-based simulation environment can provide an effective platform for experiments in which crisis management situations can be created under controlled circumstances. Using this simulation, support concepts based on adaptive user interfaces can be developed and evaluated before they are implemented in a real-world setting. This paper describes the work that has been done, and presents the design of the planned experiments.
Address TNO Human Factors, Soesterberg, Netherlands
Corporate Author Thesis
Publisher Royal Flemish Academy of Belgium Place of Publication Newark, NJ Editor B. Van de Walle, M. Turoff
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9090206019; 9789090206011 Medium
Track Position and Research in Progress Papers Expedition Conference 3rd International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 343
Share this record to Facebook
 

 
Author Xiaofeng Hu; Shifei Shen; Jiansong Wu
Title Modeling of attacking and defending strategies in situations with intentional threats Type Conference Article
Year 2012 Publication ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2012
Volume Issue Pages
Keywords Decision theory; Game theory; Information systems; Risk assessment; Targets; Attacking strategy; Intentional threats; Matrix game; Scientific basis; Strategic game; Strategy; Decision making
Abstract Intentional threats including terrorism have become a worldwide catastrophe risk since recent years. To protect the cities from being attacked, the macro-level study of decision analysis should be given more considerations. In this paper, we proposed a model for describing the strategic game between attackers and defenders based on the methodology of matrix game. This model can be employed to determine which target will be selected by attackers and which attacking strategy and defending strategy will be chosen by attackers and defenders respectively. Furthermore, the defenders of the city can use this model to set priorities among their defending strategies. The importance of this work is to establish a reasonable framework for modeling the attacking and defending strategies rather than assessing the real risk of urban targets, so the model is illustrated by using fictitious numbers. The model proposed in this paper can provide scientific basis for macroscopic decision making in responding to intentional threats. © 2012 ISCRAM.
Address Tsinghua University, China
Corporate Author Thesis
Publisher Simon Fraser University Place of Publication Vancouver, BC Editor L. Rothkrantz, J. Ristvej, Z.Franco
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9780864913326 Medium
Track Analytical Modeling and Simulation Expedition Conference 9th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 133
Share this record to Facebook
 

 
Author Ilona Heldal; Cecilia Hammar Wijkmark
Title Simulations and Serious Games for Firefighter Training: Users' Perspective Type Conference Article
Year 2017 Publication Proceedings of the 14th International Conference on Informatin Systems for Crisis Response And Management Abbreviated Journal Iscram 2017
Volume Issue Pages 868-878
Keywords Emergency management; firefighter; user; training; simulation; serious games
Abstract Simulation and serious games (SSG) are advocated as promising technologies supporting training in emergency management (EM). Based on an investigation of SSG use for fire fighter training in nine countries, this paper is examining key elements and success factors that can counteract potential obstacles and challenges of SSG implementation. Data comes from interviews and observations with users and responsible managers from user organizations. By contrasting the different incentives and views regarding the SSG use, this paper contributes to a better understanding of SSG integration into organizational practices. Only by connecting the local, organizational strategies and user requirements with technical values and concrete examples can the SSG usage be experienced as successful. This connection requirement is by far not obvious since values are formulated differently by the main stakeholders and the benefits at one organization are not necessarily the same as at another. In this context, the added values of SSG solutions need to be more explicitly connected to the goals of traditional classroom and live training.
Address
Corporate Author Thesis
Publisher Iscram Place of Publication Albi, France Editor Tina Comes, F.B., Chihab Hanachi, Matthieu Lauras, Aurélie Montarnal, eds
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN Medium
Track New Technologies for Crisis Management Expedition Conference 14th International Conference on Information Systems for Crisis Response And Management
Notes Approved no
Call Number Serial 2072
Share this record to Facebook
 

 
Author Jacob L. Graham; Mark B. Stephens
Title Analytic Decision Gaming – A Tool to Develop Crisis Response and Clinical Reasoning Type Conference Article
Year 2018 Publication ISCRAM 2018 Conference Proceedings – 15th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal Iscram 2018
Volume Issue Pages 60-68
Keywords Clinical reasoning, crisis response, medical school, scenario-based training, analytic decision game.
Abstract Emerging threats provide motivation to develop new methods for preparing the next generation of crisis responders. Bayesian theory shifts reasoning toward a probabilistic, epistemic paradigm, giving rise to Evans' revised heuristic-analytic theory. Researchers at The Pennsylvania State University use scenario-based training and the analytic decision game (ADG) to blend and implement these processes as foundational pedagogy for engaging, educating and training medical students as crisis responders and critical thinkers. The ADG scenarios vary by content and level of expertise, lending themselves readily adaptable to both crisis response preparation and the development of clinical reasoning. The ADG creates a virtual crisis requiring participants to engage in scenario management as role-players. For the past two years, medical students from the Penn State College of Medicine, in their first year of training, have participated in the ADG Lights Out scenario, testing community preparation and resilience after a wide-spread and months-long power outage.
Address
Corporate Author Thesis
Publisher Rochester Institute of Technology Place of Publication Rochester, NY (USA) Editor Kees Boersma; Brian Tomaszeski
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 978-0-692-12760-5 Medium
Track Analytical Modeling and Simulation Expedition Conference ISCRAM 2018 Conference Proceedings - 15th International Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 2089
Share this record to Facebook
 

 
Author Shalini Kurapati; Gwendolyn Kolfschoten; Alexander Verbraeck; Thomas M. Corsi; Frances Brazier
Title Exploring shared situational awareness in supply chain disruptions Type Conference Article
Year 2013 Publication ISCRAM 2013 Conference Proceedings – 10th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2013
Volume Issue Pages 151-155
Keywords Information analysis; Information systems; Information sharing; Serious games; Shared situational awareness; Supply chain visibility; Supply-chain disruptions; Supply chains
Abstract Risk and volatility in the form of political issues, natural disasters, terrorism etc., are impending dangers to the normal functioning of today's world. Supply Chains (SCs) are the backbone to societal functions and are heavily affected when such events occur. SC professionals have limited preparedness to deal with disruptions. Shared Situational Awareness (SSA) by means of information sharing, coordination and collaboration among SC partners, can significantly improve the recovery capacity of supply chains from disruptions. To prepare SC professionals for disruptions, a serious game (a tabletop board game) has been developed. The game serves both as an instrument to explore SSA during disruptions and as a training tool for SC practitioners. The paper discusses the design, development and applicability of the serious game based on an SSA framework in multistakeholder systems.
Address TU Delft, Netherlands; University of Maryland, United States
Corporate Author Thesis
Publisher Karlsruher Institut fur Technologie Place of Publication KIT; Baden-Baden Editor T. Comes, F. Fiedrich, S. Fortier, J. Geldermann and T. Müller
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9783923704804 Medium
Track Coordination and Collaboration Expedition Conference 10th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 663
Share this record to Facebook
 

 
Author Daniel Link; Kenny Meesters; Bernd Hellingrath; Bartel A. Van De Walle
Title Reference task-based design of crisis management games Type Conference Article
Year 2014 Publication ISCRAM 2014 Conference Proceedings – 11th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2014
Volume Issue Pages 592-596
Keywords Disaster prevention; Disasters; Information systems; Personnel training; Disaster management; Evaluation; Game design; Humanitarian logistics; Information anagement; Serious games; Design
Abstract Serious games are an effective tool for giving players a hands-on, immersive experience of crisis situations. To simplify the design of such games while ensuring their relevance, we propose a design method that is based on reference tasks. The feasibility of this approach is demonstrated by the improved design of the serious game “Disaster in my Backyard” that has been played during ISCRAM Summer school 2013. The design incorporates humanitarian logistics, search-and-rescue and coordination tasks. We also present the lessons learned from this instantiation of the game and give an outlook towards future research, such as the evaluation of tools for crisis response and management through the use of serious games and reference tasks.
Address University of Münster, Germany; Tilburg University, Netherlands
Corporate Author Thesis
Publisher The Pennsylvania State University Place of Publication University Park, PA Editor S.R. Hiltz, M.S. Pfaff, L. Plotnick, and P.C. Shih.
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9780692211946 Medium
Track Serious Games for Crisis Management Expedition Conference 11th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 26
Share this record to Facebook
 

 
Author Elizabeth Losh
Title The birth of the Virtual Clinic: Game spaces in the Virtual Practicum and the Virtual Terrorism Response Academy Type Conference Article
Year 2007 Publication Intelligent Human Computer Systems for Crisis Response and Management, ISCRAM 2007 Academic Proceedings Papers Abbreviated Journal ISCRAM 2007
Volume Issue Pages 551-556
Keywords Computer games; Education; Multimedia systems; Department of Homeland Security; Digital experience; First responders; Game technologies; Interactive media; Multimedia programs; Public health preparedness; Risk communication; Terrorism
Abstract The Interactive Media Laboratory at Dartmouth Medical School produces computer games and multimedia programs for public health preparedness. With Department of Homeland Security funding, the IML is developing the Virtual Terrorism Response Academy, which uses game technology to prepare first responders for rescue efforts in which hazardous materials may be involved. This paper looks at the history of the “Virtual Clinic” concept and the original rationale for creating what Max Boisot calls “epistemology space.” It also offers an account of the VRTA designers' responses to potential criticism from learning specialists in game studies who object that the game is too didactic and discourages trial-and-error by restraining the learner in the narrative conceit of a “simulation of a simulation.”.
Address University of California, Irvine, United States
Corporate Author Thesis
Publisher Information Systems for Crisis Response and Management, ISCRAM Place of Publication Delft Editor B. Van de Walle, P. Burghardt, K. Nieuwenhuis
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9789054874171; 9789090218717 Medium
Track GAME Expedition Conference 4th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 724
Share this record to Facebook
 

 
Author Heide Lukosch; Theo Van Ruijven; Alexander Verbraeck
Title The other city – Designing a serious game for crisis training in close protection Type Conference Article
Year 2012 Publication ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2012
Volume Issue Pages
Keywords Commerce; Information systems; Virtual reality; Close protection; Realism; Serious games; Urban environments; Virtual worlds; Design
Abstract Effective training methods are key to successful crisis management in close protection. This paper discusses the outcomes of a project on the development of a serious game, a virtual training environment for close protection. The aims of the game are to improve situational awareness and communications skills at the individual and team level. Two game designs, developed with two different game engines, are presented and discussed in relation to the project's objectives. Comparison of the two designs shows that several trade-offs are encountered when developing a training game with the available technology. Technological features of the game engines, and differences in time invested in the development of different aspects of the games, make that the two designs meet different project objectives. Simultaneously reaching all project objectives in a single design seems impossible with the two game engines. This paper discusses the different trade-offs that were encountered in the project and presents the major challenges that lie ahead. © 2012 ISCRAM.
Address Delft University of Technology, Netherlands
Corporate Author Thesis
Publisher Simon Fraser University Place of Publication Vancouver, BC Editor L. Rothkrantz, J. Ristvej, Z.Franco
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9780864913326 Medium
Track Serious Games for Crisis Management Expedition Conference 9th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 158
Share this record to Facebook
 

 
Author Marc van den Homberg; Lydia Cumiskey; Esther Oprins; Pablo Suarez; Anja van der Hulst
Title Are you Ready! to take early action? Embedding serious gaming into community managed DRR in Bangladesh Type Conference Article
Year 2015 Publication ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2015
Volume Issue Pages
Keywords climate change; community-managed disaster risk reduction; curriculum design theory; early warning; game evaluation; preparedness; serious gaming
Abstract This paper applies a Game-based Learning Evaluation Model (GEM) to assess whether the early warning ? early action serious game ?Ready!? is an effective component to add to existing Disaster Risk Reduction (DRR) training curricula, facilitated by NGO staff and applied at the community level. We developed a paper-based survey with 17 five-level Likert items and 15 open questions addressing the different GEM indicators to question 16 NGO staff, and used a simplified set of five questions with emoticons for 58 community people. The results showed that the staff saw great potential in embedding Ready! in DRR processes and that the community highly appreciated the game. The GEM was found to be a useful methodology to evaluate the effectiveness of this serious game. However, in the context of a lower educated and partly illiterate community, the importance of designing an individual, largely visual assessment instrument instead of a paper-based survey was acknowledged.
Address
Corporate Author Thesis
Publisher University of Agder (UiA) Place of Publication Kristiansand, Norway Editor L. Palen; M. Buscher; T. Comes; A. Hughes
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9788271177881 Medium
Track Serious Gaming Expedition Conference ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management
Notes Approved yes
Call Number Serial 1249
Share this record to Facebook
 

 
Author Kenny Meesters; Bartel A. Van De Walle
Title Disaster in my backyard: A serious game introduction to disaster information management Type Conference Article
Year 2013 Publication ISCRAM 2013 Conference Proceedings – 10th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2013
Volume Issue Pages 145-150
Keywords Disaster prevention; Information management; Information systems; Alternate reality game; Disaster information managements; Disaster management; Disaster response; Disaster scenario; Disaster simulation; Large scale simulations; Learning experiences; Disasters
Abstract Disaster exercises are intended to improve disaster responses effectiveness. Exercises exist in a wide variety, ranging from table-top scenarios to full-scale disaster simulations, offering participants different learning experiences. However these exercises can be overwhelming to newcomers, especially when involving large scale simulations, reducing the effectiveness of the learning experience. In order to make the learning experiences more effective to newcomers, researchers or professionals, a new exercise is proposed. This exercise, designed as a serious game, provides a new way to introduce people to the field of disaster management in general and information management in particular. The first version of the game was played during the 2012 ISCRAM summer school where it yielded positive reactions from both novice participants and experienced professionals.
Address Tilburg University, Netherlands
Corporate Author Thesis
Publisher Karlsruher Institut fur Technologie Place of Publication KIT; Baden-Baden Editor T. Comes, F. Fiedrich, S. Fortier, J. Geldermann and T. Müller
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9783923704804 Medium
Track Coordination and Collaboration Expedition Conference 10th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 27
Share this record to Facebook
 

 
Author Michael E. Stiso; Aslak Wegner Eide; Antoine Pultier
Title A foray into the use of serious games in controlled research on crisis management Type Conference Article
Year 2015 Publication ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2015
Volume Issue Pages
Keywords controlled experiments; Crisis Management; games; research methods; virtual worlds
Abstract Controlled experiments on crisis management could provide many insights into the human factors that lead to effective performance in the area. However, the challenge of establishing a controlled environment directly relevant to the chaotic settings in which crisis management occurs means that such experiments are scarce. Here, we describe our attempt to use a videogame (ARMA III) as a realistic but controllable environment for research in this domain. We successfully developed a testbed linking the game world to the front-end of a prototype command-and-control system, so that one can use the latter to monitor events in the former. However, when it came to developing controlled scenarios for the experiment, we discovered that too much realism can be a problem. This paper outlines the challenges we encountered and provides recommendations for researchers and game designers interested in the use of serious games in scientific research.
Address
Corporate Author Thesis
Publisher University of Agder (UiA) Place of Publication Kristiansand, Norway Editor L. Palen; M. Buscher; T. Comes; A. Hughes
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9788271177881 Medium
Track Serious Gaming Expedition Conference ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management
Notes Approved yes
Call Number Serial 1248
Share this record to Facebook
 

 
Author Kathleen A. Moore; Andrea H. Tapia; Christopher Griffin
Title Research in progress: Understanding how emergency managers evaluate crowdsourced data: A trust game-based approach Type Conference Article
Year 2013 Publication ISCRAM 2013 Conference Proceedings – 10th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2013
Volume Issue Pages 272-277
Keywords Information systems; Risk management; Crisis response; Data analysts; Decision makers; Emergency management; Empirical data; Game; Game-based approaches; Trust; Managers
Abstract The use, or barriers to use, of crowdsourced data by emergency managers has been a significant topic of scholarly discussion during the past several years. The single strongest barrier to use has been identified as one of data quality (Tapia, et. al, 2011). We argue that within this environment the Emergency Manager (EM) acts as a decision-maker and evaluator of crowdsourced data. The final judgement on whether to incorporate crowdsourced data into a Crisis response lies with the EM. In this paper we make a brief argument for the role of EM as trustworthy data analyst and then propose a model for capturing the trust-analytical behavior through game theory (Griffin, et. al, 2012). Lastly, we propose a simple computer game, which uses our model through which we will capture EM trust-analytical behavior though a future empirical data collection effort.
Address College of Information Sciences and Technology, Penn State University, United States; Applied Research Laboratory, Penn State University, United States
Corporate Author Thesis
Publisher Karlsruher Institut fur Technologie Place of Publication KIT; Baden-Baden Editor T. Comes, F. Fiedrich, S. Fortier, J. Geldermann and T. Müller
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9783923704804 Medium
Track Decision Support Systems Expedition Conference 10th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 784
Share this record to Facebook
 

 
Author Parvaneh Sarshar; Jaziar Radianti; Jose J. Gonzalez
Title On the Impacts of Utilizing Smartphones on Organizing Rescue Teams and Evacuation Procedures Type Conference Article
Year 2015 Publication ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2015
Volume Issue Pages
Keywords Fire; Game; Organizational Models; Search and Rescue; Smartphone App
Abstract A serious fire game with two different scenarios for the search and rescue (SAR) operation was designed and played. In the first scenario, the SAR operation was performed without any smartphone app assistance, while in the second scenario, our recently developed smartphone app was employed to carry out the evacuation. In this paper, the effects of utilizing this app on organizing firefighting teams, performance of the firefighters, and the evacuation procedure are studied. The results collected from a post-game questionnaire, which was answered by the players of the firefighter role, are analyzed, turning out that the employment of the smartphone app is not only preferable and effective, but also user-friendly. It is also shown that a semi-centralized firefighting organizational model suits the second scenario, whereas a decentralized one is typically used in other scenarios, such as the first one.
Address
Corporate Author Thesis
Publisher University of Agder (UiA) Place of Publication Kristiansand, Norway Editor L. Palen; M. Buscher; T. Comes; A. Hughes
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9788271177881 Medium
Track Understanding Collaborative Work Practices Expedition Conference ISCRAM 2015 Conference Proceedings ? 12th International Conference on Information Systems for Crisis Response and Management
Notes Approved yes
Call Number Serial 1257
Share this record to Facebook
 

 
Author Philipp Schwarz; Yan Wang; Stephan Lukosch; Heide Lukosch
Title Policy Gaming for Humanitarian Missions Type Conference Article
Year 2017 Publication Proceedings of the 14th International Conference on Information Systems for Crisis Response And Management Abbreviated Journal Iscram 2017
Volume Issue Pages 814-823
Keywords simulation game; humanitarian aid; crisis management; requirements elicitation
Abstract Aid workers increasingly face risks when working in crisis regions. In order to improve effectiveness and safety of humanitarians, it is of great importance to provide a well thought out real-time socio-technical support. Thus, new policies and innovative technological solutions need to be developed and integrated into humanitarian workflows. For the requirements elicitation process to realize this aspiration, we employ a board game approach that confronts players with situations aid workers experience in the field. From the first game session, we learned that the game is a valuable tool. It raises awareness to important challenges and trade-offs that humanitarians face. In addition, it is an effective catalyst for initiating a discussion on which system requirements are needed. Future work will include an update of the board game as well as sessions with the target group of practitioners to inform the development of a socio-technical system for humanitarian aid work.
Address Delft University of Technology
Corporate Author Thesis
Publisher Iscram Place of Publication Albi, France Editor Tina Comes, F.B., Chihab Hanachi, Matthieu Lauras, Aurélie Montarnal, eds
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN Medium
Track New Technologies for Crisis Management Expedition Conference 14th International Conference on Information Systems for Crisis Response And Management
Notes Approved no
Call Number Serial 2067
Share this record to Facebook
 

 
Author Simone De Kleermaeker; Loana Arentz
Title Serious gaming intraining for crisis response Type Conference Article
Year 2012 Publication ISCRAM 2012 Conference Proceedings – 9th International Conference on Information Systems for Crisis Response and Management Abbreviated Journal ISCRAM 2012
Volume Issue Pages
Keywords Hardware; Oil well flooding; Personnel training; Added values; Crisis response; Early Warning System; Learning objectives; Netherlands; Serious games; Serious gaming; Information systems
Abstract In this practitioner report, we present the experiences with the use of the serious game Water Coach in a national training for crisis response professionals in the Netherlands. This paper describes the set-up of the training and its learning objectives. We explain the usability of the Water Coach in such a training and the extended functionalities that were required. Finally, the evaluation of the training, in which we focus on the added value of a serious game in the training for crisis response, is presented. © 2012 ISCRAM.
Address Deltares, Netherlands
Corporate Author Thesis
Publisher Simon Fraser University Place of Publication Vancouver, BC Editor L. Rothkrantz, J. Ristvej, Z.Franco
Language English Summary Language English Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN 2411-3387 ISBN 9780864913326 Medium
Track Education and Training Expedition Conference 9th International ISCRAM Conference on Information Systems for Crisis Response and Management
Notes Approved no
Call Number Serial 96
Share this record to Facebook